server.savebackupcount (Rust server ConVar)
How server.savebackupcount sets the .sav.1 and .sav.2 rolling save copies on a Rust server, why the minimum is 2, and why they are not a real backup.
Last updated Verified on Rust build 25582902, 2026-09-28
- Kind
- Variable
- Value on build 25582902
2- Server help text
- (Generated) Number of rolling save-file backups to keep; each autosave rotates the oldest backup out
- Applies
- Immediately (runtime)
- Persists in
- server.cfg
- Vanilla Rust
- Yes, native
- Example
server.savebackupcount 2
Gotchas
- The server keeps at least 2 copies (.sav.1, .sav.2) even if you set 0 or 1.
- The server never loads a .sav.N copy by itself; only the plain .sav is opened.
- server.writecfg saves it to serverauto.cfg, but server.readcfg runs serverauto.cfg first and server.cfg second, so a line in server.cfg wins.
server.savebackupcount is how many older copies of the world save Rust keeps next to the current one. The server's help text (marked "Generated" by Facepunch):
Number of rolling save-file backups to keep; each autosave rotates the oldest backup out
On build 25582902 the value was 2.
What it does on disk
Every save shifts the older copies down one place. With the default, the identity folder holds the current save and two older ones. On our test server, with server.saveinterval 600, they were ten minutes apart:
proceduralmap.4000.1420068679.289.sav current
proceduralmap.4000.1420068679.289.sav.1 one save ago
proceduralmap.4000.1420068679.289.sav.2 two saves ago
In the game code the server uses the larger of server.savebackupcount and 2. Setting 0 or 1 does not remove .sav.1 and .sav.2. A higher value should keep that many older copies, each a full save file; we have only observed the default of 2.
They are not a backup
- The server never loads them. It only opens the plain
.sav. If that file is missing or you delete it, the server generates a fresh map and ignores the copies beside it. Using one means stopping the server and putting it in place of the.savyourself. - They only go back a few saves. With 2 copies and a 10 minute interval you can go back 20 minutes, not to yesterday.
- They live on the same disk. A lost disk or a deleted folder takes them with it.
- They outlive a wipe that keeps the seed. If a wipe deletes only
*.sav, last wipe's.sav.1sits under the new world's name until the new map has saved twice. Delete*.sav.*too, as the wipe guide describes.
For copies you can restore after a real problem, take archives of the identity folder and keep them off the host.
Setting it
server.savebackupcount 2
In the game code the count is read when each save shifts the copies, so a change should apply from the next save without a restart. We have not tested a change on the test server. This ConVar is one that server.writecfg saves to serverauto.cfg: our test server had a server.savebackupcount "2" line there that neither server.cfg nor the command line set. server.readcfg runs serverauto.cfg first and server.cfg second, so a line in server.cfg wins.
In Panelra
Panelra's map wipe deletes the .sav.N copies along with the save. For real backups, Panelra takes scheduled archives of the server folder and stores them off the host.
Set it in Panelra
Change server.savebackupcount from the dashboard instead of editing files over SSH.
Frequently asked questions
Can I turn off the .sav.1 and .sav.2 files?
Does Rust load a .sav.1 file if the main save is missing?
Related ConVars
- server.saveinterval(Generated) How often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes)
- server.saveForce save the current game
- server.writecfgWrites config files
- server.readcfg(Generated) Reads and executes serverauto.cfg then server.cfg from the server's cfg folder, applying all saved convar values
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